| Heather 540 |
Yeesh. I've only half-made several characters, apparently. Looking at their sheets and the posts here and even if I "made a decision" I didn't actually put anything down or didn't really decide.
So I'm coming back to my Oread Shaman. Apparently I originally picked Unsworn, but I've changed my mind on it. I'm looking at the Grasping Vine archetype, using the Nature spirit. It's a bit more thematic due to both his race and the fact that this guy grew up in the woods.
One thing mentioned in the original post for this guy was doing a basic reach build. I think I might still do that. Just have him trip and then AoO when he doesn't have any spare spells or hexes. I think I'll have the familiar be a Mauler and have it do most of the actual damage. So for feats, it'll be Combat Expertise first, then Improved Trip, and Combat Reflexes. After that, feats are pretty much open.
What would be some good hexes to take? The archetype loses the ones at level 2 and 8. I don't think I can take the Witch Hex more than once. I was thinking of using Witch Hex to grab Cauldron so he can make potions. Since two of his siblings have Craft Magic Arms & Armor and Inscribe Magical Tattoo. But that might be a waste of Witch Hex if I can't use it again. Whereas I can just grab the Brew Potion feat easily at level 7. Or Craft Wondrous Items since I don't think I gave that to any of the siblings.
| Pizza Lord |
I am not well-versed in hexes and such, but:
Silkstring Snare: Can entangle and anchor an opponent, so they can't move towards you and you can hit them at reach. Entangle will give them a –2 attack penalty in case they can attack, but will give them a –4 Dex penalty, which will both make them easier to hit, and apply a –2 penalty to their CMD to resist the trip.
Prehensile Hair: could give you your reach attack if you don't have a serviceable weapon (though weapons can be enchanted or have the trip property that can extra bonuses, and you say you have siblings that can make magic weapons, so probably best to do that). The hair uses Intelligence for the Strength bonus and I believe shamans focus on Wisdom, but I think there might be a case for a class using its primary ability, but that might only be for spells, not sure about hexes.
If you can take major witch hexes:
Withering: can move most creatures to middle-aged or venerable, which will almost always be a loss of Strength (don't do it to a dragon), and will give you some temporary hit points and a bonus to your own Strength and Dexterity, so like a two point swing.
I think to a lesser extent:
Summer's Heat: It could cause fatigue, which will stop running and charging, but mostly it gives –2 to Strength and Dex, but they can resist the condition, and I only mention it for thoroughness.
| Azothath |
Heather 540 -
I think part of the problem is you don't know what you want as you vacillate a lot. Part of it is 1) what campaign, 2) what party, 3) what do you want to do with this PC? Once you think about the situation, the use, and what you want to try I think things will clear up and you'll have goals. It is also part of why I don't respond as it doesn't matter. It is just my practical view of where do I spend my time.
Witch Class (my take)
it's okay. A single target debuffer mainly via hexes and spells, so a (negative) support caster. Hexes being Su bypass some rules but often targets are only subject to a Hex once per day. The spell list spans some arcane and some divine heal/curse/necro which is good but most of the arcane tricks are off list. The familiar is a negative powerwise (gimmick to replace spellbook & wizard tax) but it's generally non-combat which keeps it out of trouble and your spellbook alive.
Witches can gain spells from a wizard's spellbook but the class points you at scrolls which can prove expensive and lead GMs to enforce that method as the only option besides another witch/familiar.
Witch familiar could go improved (feat) for a creature with stealth, poppet familiar, or companion figurine. Carry Companion:T2 (on list) will be handy along with the polymorphs that target familiars.
Armor and Weapon proficiencies are Sor standard. Nuthin special. Sadly no class options to expand them.
Skills and skill points 2 + INT...at least you're (SAS is) Int based caster. Notice the "nice" social skills are absent.
Ability basically Int and Dex(for AC).
Races
I don't think this has a huge impact on Witch as you are more reliant on your Hex(Su) ability but races that make good wizards are good choices. Racial Class Bonuses are rarely worth it.
→PF1 Class Guides on ZG
→PF1 Ability Point Buy Calc on PFS Pittsburgh
→Items that can save you, 2019
→How to play a Wizard, 2024